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Returning 9 results for 'completes destroy'.
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Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
they steal and destroy. Skella is willing to parley with adventurers and stay out of their way in exchange for a chance to plunder more of the dungeon and leave in one piece. Her lawful nature means
stole from Azrok, the hobgoblin warlord who rules Stromkuhldur on level 3 of Undermountain (see “Legion of Azrok”). Returning this dagger to Azrok completes a side quest.
Compendium
- Sources->Dungeons & Dragons->Divine Contention
to the town and completes the adventure. Storm Lord’s Hideout Quest “Seek out the undead galleon stolen by Fheralai Stormsworn, leader of the cult of Talos. Sink it to the bottom of the Sea of Swords
of the cult of Myrkul, has roused the spirit of the undead dragon Ebondeath. Seek out Ebondeath’s mausoleum in the Mere of Dead Men, destroy the dragon’s spirit, and then return to Neverwinter to collect a reward of 8,000 gp.” If the characters undertake this quest, see “Ebondeath’s Mausoleum.”
Compendium
- Sources->Dungeons & Dragons->Heroes of the Borderlands
check, the party completes the disarmament. The characters can retry failed checks, but if they accumulate three failures, Kalista dismisses them with a sigh, insisting she can handle the rest of the
job herself. If the characters successfully help Kalista destroy the weapons, she pays them each 5 GP. 5: Provisioner’s Shop This cluttered shop provides supplies for travelers who venture into the
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
denied admittance to Dweomercore (level 9), and Halaster robbed him of his spellbook. The Mad Mage has promised to return the book once Kavil completes his work. (In fact, Halaster has misplaced the
his disintegration. Netherskull’s primary goals are to destroy Halaster and take over Undermountain. Arch Gate to Level 18. The arch in the north wall is one of Halaster’s magic gates (see “Gates”). The
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
. The gemstone is 6 inches in diameter and has the following properties: It is indestructible until the golem completes its mission. The sapphire has 3 charges. As an action, the golem can expend 1
Golem Alive For story purposes, the golem or its sapphire must reach area V3 for the vault to be opened. On seeing the golem restored, Zikzokrishka can’t contain her glee. She tries to destroy the golem
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
. With their aid, he aims to destroy his neighbors and lay waste to the Free City of Greyhawk. Since the resurgence of Iuz, the northern quarter of the Vesve Forest and the eastern part of the Howling
includes a tunic of varying length, sometimes worn with close-fitting trousers. A cape or cloak, usually featuring patterns of ovals or diamonds, completes the ensemble. The cuisine of the Central
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
and good judgment, Fazrian now seeks to destroy any creature it believes is undeserving of continued existence. Fazrian’s views are a mockery of what they once were. Every creature is guilty of
of the tunnel are 1,300 sp, 600 gp, and a thin gold playing card stamped with the image of a masked man and titled “The Thief.” The card is worth 10 gp and completes a deck of cards found in area 10b.
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
check becomes 15. If a check fails by 5 or more, the character is also struck by the chain and takes 7 (2d6) bludgeoning damage. Treasure. If a character completes all three workout activities, Azirssa
begrudgingly gives them a potion of giant strength (hill) as a reward. If more than one character completes all three activities, Vile Sazha gives the potion to the character who had the fewest failed
Compendium
- Sources->Dungeons & Dragons->Tasha’s Cauldron of Everything
completes the designs in 1 hour of work. When the creature finishes its work, it is no longer charmed, and a death slaad appears within 30 feet of it and attacks anyone in sight. 80–85 Natural features
succeed on a DC 14 Intelligence saving throw or spend their turn loudly trying to destroy these objects. 91–95 Glaring eyes, which weep viscid tears, appear on inanimate objects throughout the region






